Enough is Enough is an optional combat mission in Chapter 6.
Briefing[]
At Novo-Nikolaevsk, three soldiers approach the train in a uniforms looks like Red Army. They want to surrender in terms of the Hague Convention, as they admit to have misjudged the motives of the Reds and do not want to partake in their efforts any more. They tell your soldiers about the location of a village that is under the Red influence.
Walkthrough[]
The secluded enclave (4,500 XP)[]
Your soldiers start at a road, with scattered houses along the trail.
Prompt to follow it and after a short while, a yard becomes visible with assorted guards and stashes. Clear the area and then loot everything you find.
Continue your way further along the road to find a watchtower. Capture it and observe the surroundings, in particular a main bridge that leads to the occupied village that is overlooked by a Heavy Machine Gun. Not much is found at the far end of the road except wolves, so don't waste time going there.
Destruction and mayhem (3,000 XP)[]
Three weapon crates are also stashed inside the yard and out. Destroy them from a distance, but be wary that four Red soldiers may run to the area to investigate. Hide your Legionnaires in the nearby tall grass and dispose of these enemies with a grenade.
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Somewhere further close to the river bank you should spot a shallow ford where a few sentries patrol. You can try overwhelming them, however it is ill-advised as one of the coast guards stands directly next to a HMG. Try 'fishing' out individual patrols with the Scout's Distract ability, or group them up for a grenade. When you cross the ford, the objective is completed.
Voice of the people (3,000 XP)[]
The village proper is swarming with the Reds. You will find that almost every building has lookouts, as well as an Officer roams the streets with a considerably heavy contingent.
While quite hard to face head-on, you could use distractions and a well-timed grenade to eliminate the very slow patrol. The officer drops a key when killed, which you can use to enter a sealed-off courtyard with some goodies inside.
Go around the rear and you will soon find the mayor who wants to speak with you. It is recommended however to postpone this just yet and first eliminate the sentries along the road, as well as the heavy machine gun. When the area is secured, proceed with your objective.
Where the road lies (2,250 XP)[]
The mayor tells you about some documents incriminating the Reds, which he had hidden behind the church, as well as a bridge that leads to the enemy backdoor. Eliminate the few patrols around and get the documents from the table.
Sabotage of the repairs (4,750 XP)[]
More of the play area becomes visible, as it is read that the Reds use the neighborhood as their staging point for repairs.
Locate the broken bridge just ahead and repair it, then cross it, staying well out of sight of a few Reds on the other side of the main river. Follow the path to a storage area, where a tank and a truck are located for repairs. The area is densely populated with the enemy guards, as well as a patrol dog.
Try to use the bushes near the fences to your advantage and lure the guards there, so your concealed attackers can finish them off. If you by accident trigger the telegram, a large group of soldiers arrive that start to scan even the foliage around the yard, so be quick about it. There is also a Field Gun overlooking the rear route; sneak up on it and then weapons free for the remaining guards.
If you want to clear the remaining Red garrison, explore the rest of the village. You will find an officer speaking to a few recruits, and later a small police force guarding a tank. You will get a Vodka and maybe one resource stash out of the adventure.
Locate Explosives in the middle of the courtyard; set it up in the designated area to blow the tank up, while the truck can be destroyed by igniting the conveniently placed explosive stashes around with gunfire. Exit the area to win the mission.
Aftermath[]
The three deserters welcome the Legionnaires, visibly relieved from the pain the raiders caused them. They pile up the supplies you can take, and you can choose one of the two: 165 food, or a very generous arms supply of 450 rifle ammo, 350 MG ammo, three artillery shells and a Madsen machine gun, a likely upgrade for your troops.